'Find closed loops between a series of connected points
So I've been trying work out how to approach what i initially was a simple problem - turns out i'm an idiot and have no idea what i'm doing.
Firstly my data structure is like this:
public class Points{
public List<Points> connectsTo = new List<Points>();
public Vector3 position;
}
// main script
List<Points> allWorldPoints = new List<Points>();
The idea is the points are connectors that create walls and from that i need to find rooms. Here is an image of what i am trying to achieve:
Rooms are not necessarily square/rectangle shape, they could L or T shaped etc.
The problem is i don't know the logic of how to approach working this out, so am looking for advice as the logic is really confusing me.
Solution 1:[1]
- Start at any point.
- Traverse connected points till you get back the starting point. Select from all possible paths found the one with minimum number of points; you've just found a room.
- Store the newly found room.
- Take a new starting point that does not belong to any found room and repeat 2.
- End when there is no points left not assigned to a room or no more closed paths are found.
By the way, your class should be named Point
not Points
.
UPDATE: I've added a working example.
OK, first let's get the necessary infrastructure. I'll implement a couple of classes: Point
, Room
and ImmutableStack<T>
(the latter is used to make traversing paths easier):
public class ImmutableStack<T> : IEnumerable<T>
{
private readonly T head;
private readonly ImmutableStack<T> tail;
public int Count { get; }
public static readonly ImmutableStack<T> Empty = new ImmutableStack<T>();
private ImmutableStack()
{
head = default(T);
tail = null;
Count = 0;
}
private ImmutableStack(T head, ImmutableStack<T> tail)
{
Debug.Assert(tail != null);
this.head = head;
this.tail = tail;
Count = tail.Count + 1;
}
public ImmutableStack<T> Push(T item) => new ImmutableStack<T>(item, this);
public T Peek()
{
if (this == Empty)
throw new InvalidOperationException("Can not peek an empty stack.");
return head;
}
public ImmutableStack<T> Pop()
{
if (this == Empty)
throw new InvalidOperationException("Can not pop an empty stack.");
return tail;
}
public IEnumerator<T> GetEnumerator()
{
var current = this;
while (current != Empty)
{
yield return current.Peek();
current = current.tail;
}
}
IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
public override string ToString() => string.Join(" -> ", this);
}
public class Point: IEquatable<Point>
{
private readonly List<Point> connectedPoints;
public int X { get; }
public int Y { get; }
public IEnumerable<Point> ConnectedPoints => connectedPoints.Select(p => p);
public Point(int x, int y)
{
X = x;
Y = y;
connectedPoints = new List<Point>();
}
public void ConnectWith(Point p)
{
Debug.Assert(p != null);
Debug.Assert(!Equals(p));
if (!connectedPoints.Contains(p))
{
connectedPoints.Add(p);
p.connectedPoints.Add(this);
}
}
public bool Equals(Point p)
{
if (ReferenceEquals(p, null))
return false;
return X == p.X && Y == p.Y;
}
public override bool Equals(object obj) => this.Equals(obj as Point);
public override int GetHashCode() => X ^ Y;
public override string ToString() => $"[{X}, {Y}]";
}
public class Room
{
public IEnumerable<Point> Points { get; }
public Room(IEnumerable<Point> points)
{
Points = points;
}
}
Ok, now we just implement the steps enumerated above:
public static IEnumerable<Room> GetRooms(this IEnumerable<Point> points)
{
if (points.Count() < 3) //need at least 3 points to build a room
yield break;
var startCandidates = points;
while (startCandidates.Any())
{
var start = startCandidates.First();
var potentialRooms = GetPaths(start, start, ImmutableStack<Point>.Empty).OrderBy(p => p.Count);
if (potentialRooms.Any())
{
var roomPath = potentialRooms.First();
yield return new Room(roomPath);
startCandidates = startCandidates.Except(roomPath);
}
else
{
startCandidates = startCandidates.Except(new[] { start });
}
}
}
private static IEnumerable<ImmutableStack<Point>> GetPaths(Point start, Point current, ImmutableStack<Point> path)
{
if (current == start &&
path.Count > 2) //discard backtracking
{
yield return path;
}
else if (path.Contains(current))
{
yield break;
}
else
{
var newPath = path.Push(current);
foreach (var point in current.ConnectedPoints)
{
foreach (var p in GetPaths(start, point, newPath))
{
yield return p;
}
}
}
}
And sure enough, if we test your geometry:
public static void Main(string[] args)
{
var p1 = new Point(0, 0);
var p2 = new Point(0, 1);
var p3 = new Point(0, 2);
var p4 = new Point(1, 2);
var p5 = new Point(1, 1);
var p6 = new Point(1, 0);
var p7 = new Point(2, 0);
var p8 = new Point(2, 1);
p1.ConnectWith(p2);
p2.ConnectWith(p3);
p3.ConnectWith(p4);
p4.ConnectWith(p5);
p5.ConnectWith(p6);
p6.ConnectWith(p1);
p6.ConnectWith(p7);
p7.ConnectWith(p8);
p8.ConnectWith(p5);
var rooms = new[] { p1, p2, p3, p4, p5, p6, p7, p8 }.GetRooms();
}
We get the expected two rooms.
Note that the algorithm can be made more performant changing the ImmtuableStack
to an ImmutableHashSet
for instance.
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
Solution | Source |
---|---|
Solution 1 |